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COMPONENT LIST

SKIRMISH MAP SHEET


Jabbas Realm includes two new skirmish maps to expand
your options for Imperial Assault skirmishes. The The Pit of
Carkoon map (see below) corresponds to the Desert Dangers
and Battle for the Khetanna Skirmish Mission cards found in
this expansion. The Nal Hutta Borderlands map (see reverse)
corresponds to the Enemy of my Enemy and Border Dispute

n Whip
Skirmish Mission cards. These missions also follow the new rules

Mandaloria
for four-player skirmishes found on page 6 of the Jabbas Realm
Rulebook.
a small
Choose in
For more information on playing a skirmish, players should
A1C:
consult the Skirmish Guide and Rules Reference Guide, both of figure withof sight.
hostile
which are found in the core game.
and line
THE PIT OF CARKOON 3 spaces figure up to 3 t
Skirmish Map Push that a space adjacen
spaces to n, perform an Mandalorian Whip
The
c annon to you. a P weapon A1C: Choose a small
(S haded Y ellow ) attack withthat figure. hostile figure within
g
targetin 3 spaces and line of sight.
Push that figure up to 3
spaces to a space adjacent
to you. Then, perform an
S arlacc P it attack with a P weapon
(S haded G reen ) targeting that figure.

LFL
FFG Respite
At the end of your
activation, if you are not
adjacent to any hostile
figures, recover 1C.
Defense
Speed
e
Enduranc LFL FFG

Health
3 4
12
Health Endurance Speed Defense
rad
Shyla Va dalore 12 4 5
of Man Shyla Varad
Daughter
e aSt Daughter of Mandalore

& TM Lucasfilm Ltd.


02 b , 04 b , 06 b , 08 b , 12 b , 14 b , 15 b JABBAS REALM
FFG
03 b , 04 b , 05 b , 07 b , 08 b , 10 b , 13 b , 14 b , 17 b (2), 18 b (4), 36 b (2), 39 b (3) SKIRMISH MISSION

16 Plastic Figures 18 Map Tiles 1 Skirmish Map Sheet 3 Hero Sheets


(and 8 plastic pegs)

6 3 Gamorrean Guard
Brawler - Guardian

Extortion
Moment of Fate Ando - Facility
A Desert Dangers
Reach -1H The Alliance contacts you on a secure Old rivals of Onar Koma have The Pit of Carkoon
channel with a complication for Jabbas taken close friends of the mercenary
B: Cleave 1H final job. They have secured resources bodyguard, threatening to make Neutral mission tokens represent Installations.
Gamorrean Honor: While defending during a for a small rescue fleet and theyre them pay for his sins. These outlaws
O attack, you may reroll 1 defense die. sending it your way, but they need you demand a meeting at a notorious Doors are locked. A figure can attack a door (Health: 5,
to sabotage the orbital defenses from gambling den on Onars homeworld. Defense: 2G).

Onar Koma
Labored Attack: While attacking, you may the main Imperial base. You hope that This is obviously a trap, but the
suffer 1C to reroll 1 attack die. you will have the time to complete Aqualish is enraged and willing to When a figure is pushed into a space on the Sarlacc Pit,
both missions. spring it. that figure is defeated.
Story Mission: Moment of Fate Side Mission: Extortion
(page 26, Jabbas Realm). (page 15, Jabbas Realm). End of each Round: Starting with the East-most
LFL FFG
figures, each figure on an exterior space is pushed
1 space to the East, if possible. Then, each player
Health Speed Defense Attack
Reward: Haymaker Reward Card gains 3 VPs for each Installation he controls.
5 4 LFL FFG LFL FFG JABBAS REALM
LFL
FFG

20 Deployment Cards 11 Story Mission Cards 4 Side Mission Cards 4 Skirmish Mission Cards
(3 decks)

GUILD HUNTERS

Call Your Shot

Sharpshooting a mark is not only a


matter of business for the galaxys
best bounty hunters; its a matter Get Down Wanted: Dead Toxic Dart Mandalorian Heritage
of pride.
Keep this card secret. Play it
during any mission while a figure Exhaust this card while When no heroes have a Apply +2 Health to
is defending to apply -1E or you or another friendly Bounty token, each hero your hero.
-3G to the defense results. figure within 2 spaces is claims a Bounty token.
Then, discard this card. defending. Test K or J. Before you declare an
If you pass the K test, Exhaust this card while a attack with a P weapon,
apply +1G to the defense hero with a Bounty token Hunter or Smuggler you may have the attack
results. If you pass the J is defending to apply +1H gain 1 of the following:
Use during your
test, apply +1F to the or +1B to the results.
activation. A hostile B: +2H
defense results.
When a hero with a figure within 3 spaces and B: Recover 2H
Bounty token is defeated, in line of sight suffers 1C
and becomes Weakened. Reach
Incoming blaster fire. discard that token.
Drop now! HUTT MERCENARIES

LFL FFG
1 xp REWARD
2 Influence
LFL FFG LFL FFG
0 LFL FFG LFL FFG

6 Agenda Cards 27 Hero Class Cards 19 Imperial Class Cards 10 Command Cards 4 Reward Cards
(3 decks, 9 in each) (2 decks)

Hand Cannon Pit Droid Weakened Salacious B. Crumb


Brawler
Harmful

While attacking, apply


-1B to the attack results.
Attack
While defending, apply
Blaster - Pistol Droid -1F to the defense results. Swipe: When you activate in
+1 Accuracy Place the Pit Droid or enter a space containing a
Discard this condition at
companion in your hostile figure, it suffers 1H.
the end of your activation.
When you declare an space. Limit once per figure per round.
attack with this weapon,
you may apply -1H and The Pit Droid activates at A Scratch: Choose an adjacent
You want the impossible. hostile figure. That figure
+2 Accuracy to the attack the start or end of your
-Luke Skywalker, suffers 1H.
results. activation. LFL FFG
The Empire Strikes Back
Health Speed Defense Attack
400 credits LFL
FFG
LFL FFG
LFL FFG
6 3

9 Item Cards 3 Supply Cards 8 Condition Cards 2 Companion Cards


(3 decks, 3 in each)

20
20
20
19
19 20
19 20
20
19
19 20
19 20
20
19
19 20
19 20
20
19
19
19

6 Ally and Villain Tokens 10 Condition Tokens 2 Companion Tokens 4 Bounty Tokens 8 ID Tokens with
24 ID Stickers

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JABBA'S REALM

RULEBOOK
INSIDE THIS EXPANSION MISSIONS
The Jabbas Realm expansion includes new content to expand Jabbas Realm features sixteen new campaign missions and four
all elements of your Imperial Assault experience. There are new skirmish missions for Imperial Assault.
new heroes, classes, items, figures, and much more to enhance
your campaigns and skirmishes. In addition, this expansion CAMPAIGN MISSIONS
contains the Jabbas Realm campaign, whose story missions can The new campaign missions can be used in one of two ways.
be combined with the side missions from the core game, this
Missions corresponding to a Side Mission card can be
expansion, and other expansions to create an entirely new story.
incorporated into any campaign as a side mission.

BEFORE YOU PLAY The story missions are featured in the Jabbas Realm campaign
and are used exclusively in that campaign.
If you are new to Imperial Assault, make sure to read the Learn to
Play guide found in the core game. There you will find a tutorial SKIRMISH MISSIONS
mission and all the information needed to begin playing both Jabbas Realm contains four new skirmish missions to be shuffled
Imperial Assault and Jabbas Realm. into your Skirmish Mission deck. These missions use the The
Pit of Carkoon and Nal Hutta Borderlands maps, found on
EXPANSION SETUP the included Skirmish Map Sheet. One of these maps allows four
Each Imperial Assault expansion is designed to seamlessly players to compete in a skirmish at once. Rules for four-player
integrate into your collection. Before using this expansion for the skirmishes can be found on page 6.
first time, carefully punch out all tokens and map tiles from the
cardboard frames. Then, perform the following steps:
Add the Agenda, Command, Side Mission, and Skirmish
Mission cards to their respective supplies. Players may choose
FIGURE ASSEMBLY
these cards when building each of these respective decks when
playing a campaign or a skirmish. JET TROOPER
Add the Condition, Class, Deployment, Item, Reward, 1. Figure to peg.
and Supply cards to their respective decks. Set aside the 2. Peg to base.
Companion cards. 1
Assemble the Rancor and Jet Trooper figures as shown (see
right). Add the Hero sheets, plastic figures, tokens, and map
tiles from this expansion to their respective supplies. RANCOR
Set aside the new Story Mission cards. These will be used in 1. Jaw to head.
the Jabbas Realm campaign. 2. Head to body. 2
Players should finish any active campaigns before incorporating 3. Left arm to left side of body.
the components from Jabbas Realm into the core game.
4. Right arm to right side of body.
Note: In a campaign, players are limited to the number of figures
and Deployment cards included in this expansion. For example, 5. Legs to body.
the Imperial player is limited to simultaneously using two Jet 6. Legs to base.
Trooper groups and only one of those groups can be elite, even if
he owns multiple copies of this expansion. 4 3

EXPANSION ICON
All cards, sheets, and map tiles found in this 2
expansion are marked with the Jabbas Realm 5
expansion icon to distinguish these components
from those found in the core game and other
expansions.
1

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JABBA'S REALM

RULEBOOK
EXPANSION RULES COMPANIONS
A companion is a new type of support figure that is put into play
The following sections describe the new rules featured in the
components of Jabbas Realm. through various game effects and is associated with a hero or a
group. The companion shares that hero or groups affiliation and
activates before or after the corresponding activation.
DEPLOYMENT CARD RESTRICTIONS When a companion is put into play, place its Companion card
Some Deployment cards can be used in only one style of play in faceup in the ready position near its associated Deployment card
Imperial Assault. A Deployment card marked with a Campaign or Hero sheet. Then, place its token on the map as indicated by
Deployment Icon can be used only in a campaign, while a the effect putting it into play.
Deployment card marked with a Skirmish Deployment Icon can be
used only in a skirmish. A companion follows all normal rules for figures with the
following exceptions:

10 Rancor 10 Rancor A companion does not block line of sight, and a hostile figure
does not spend one additional movement point to enter a
Creature - Brawler Creature - Brawler
Campaign Skirmish space containing a companion.
Deployment Icon Deployment Icon A companion can end its movement in a space containing
TILE TYPES another figure, and another figure can end its movement in a
space containing a companion.
Each map tile in Imperial Assault has one or more tile types
corresponding to the environment that tile represents. These types A companion is adjacent to each figure and object in its space,
have no direct gameplay effect but may be referred to by other and each of those figures and objects are adjacent to the
Reach, +1G Massive Reach Massive companion.
components.
B: +3H B: Cleave 2H
B: +2H B: Cleave 2H A companion cannot interact and cannot use abilities on
The primary tile type distinction is between interior and exterior
Throw: Push a small figure A 2Brutality: Class, Item, or Supply cards.
A (see Interior Spaces onwithin
page 15spaces Perform
of the Rules 2Reference
attacks. Each attack
Guide
up to 2 spaces. Then that figure suffers
must 2H.
have a different target. A companion has a figure cost of 0 (see Figure Cost below).
in the core game). Other tile types include forest, desert, and
Feed:
snowWhen a non-hero,
tiles. The tile types forNon-Sentient:
non-unique thefigure You
tiles in cannot
the core interact.
game and those
within 2 spaces is defeated, youTamed:
may At the start of each round, you may If a companion performs an attribute test, it automatically
introduced
recover 1H. in Jabbas Realm are as follows: fails.
gain +2G and lose Brutality and Non-
Forest:
Non-Sentient: You cannot interact. Sentient until the end of the round. When a group that is associated with a companion leaves play,
-- Core game tiles 01A18A,
LFL37A,
FFG 38B, and 39A. LFL FFG the companion remains in play but can no longer activate
unless a game effect allows that companion to activate as part
Health-- Jabbas
SpeedRealm Defense
tiles 01A,Health
03A06A, 08A09A,
Attack Speed 11A12A,Attack
Defense of a different group.
14A, and 16A.
15 5
Desert:
15 5 During a campaign, only one companion of each type can be
in play at a time. During a skirmish, each player may have one
-- Core game tiles 01B18B, 37A, 38A, and 39B. companion of each type in play.
-- Jabbas Realm tiles 03B04B, 06B, 08B, 14B, and 16B. When a companion is put into play under a players control, if
that companion was already in play under that players control,
Interior:
it is removed from the map first.
-- Core game tiles 19A36A and 19B36B.
During a skirmish, abilities that affect a specific companion can
-- Jabbas Realm tiles 02A, 07A, 10A, 13A, 15A, 17A, 01B02B, affect only your copy of that companion.
05B, 07B, 09B13B, 15B, and 17B.
FIGURE COST
CLASS CARDS Each figure in Imperial Assault has a figure cost that may be
Some heroes, such as Shyla Varad, have a Class deck that includes referenced by abilities and game effects. A figure cost is one of two
Item cards with an XP cost. These cards can be purchased with XP values:
like any other Class card and are used like other items of the same If a deployment group has a starting group size of 1, that
type. If a player wishes to sell any of these items after purchasing figures figure cost is equal to the groups deployment cost.
them, he may do so for 50 credits like any other Item card without
a listed credit cost. If a deployment group has a starting group size of 2 or more,
each figure in that group has a figure cost equal to the groups
reinforcement cost.

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JABBA'S REALM

RULEBOOK
SKIRMISH ATTACHMENTS REBEL UPGRADE STAGE
Some skirmish upgrade Deployment cards list the word When 1 or more expansions are incorporated into an Imperial
Attachment above their abilities. These cards can be attached to Assault campaign, Rebel players follow a different procedure
other Deployment cards as follows: during Rebel Upgrade Stages.
When deploying units during skirmish setup, if a player has one Rebel players no longer draw six cards from each Item deck listed
or more Attachment cards included in his army, he places each in the campaign log. Instead, players should make note of the total
of these cards on one of his non-upgrade Deployment cards. number of cards in each Item deck at the start of the campaign.
Each Deployment card can have only one Attachment. Then, during each Rebel Upgrade Stage, Rebel players draw a
number of cards from each of the appropriate Item decks equal to
Abilities on Attachment cards apply to all figures in the half that number (rounded up) for the respective deck.
corresponding group.
Many attachments require the group to have a specific trait,
such as Trooper. Attachments with these restrictions cannot
BOUNTY TOKENS
be played on a group that does not have the trait. The Hutt Mercenaries Imperial class uses
Bounty tokens to place prices on the heroes
When a group with an Attachment card is defeated, the heads, inspiring Imperial figures, especially
opposing player scores VPs equal to the deployment cost of the mercenaries, to take them down. These tokens
Attachment card, in addition to the VPs he scores from the have no inherent function and only interact
defeated groups Deployment card. with abilities found on Hutt Mercenaries
Imperial Class cards.
REPLACING TILES During campaign setup, when Hutt Mercenaries is chosen as the
Some missions will direct the Imperial player to replace 1 or more Imperial class, the Imperial player places the four Bounty tokens
tiles in the map with other tiles previously set aside. When this near his play area. At the start of the campaign, each hero will
happens, the Imperial player removes the listed tile or tiles from claim 1 Bounty token. As the campaign progresses, heroes will
the map. Then, he connects the listed set-aside tiles to the newly claim and discard these tokens as described on the Wanted:
exposed puzzle edge of the map. Dead Imperial Class card.
If a figure or token is occupying a space on a removed tile, place it Unlike other tokens, heroes do not discard Bounty tokens at the
in the corresponding space of the replacement tile. If there is no end of a mission during Post-Mission Cleanup.
such space, place it in the nearest possible space instead. The total number of Bounty tokens that can be used is equal to
the number of heroes in the campaign.

5
JABBA'S REALM

RULEBOOK
FOUR-PLAYER SKIRMISHES GAME MODES
There are two different modes of play for four-player skirmishes:
The Nal Hutta Borderlands skirmish map, found on the
Skirmish Map Sheet, allows four players to compete in a massive Free-For-All and Team Battle.
Imperial Assault battle. Depending on which mission is played,
the players could all compete against each other in a Free-For-All
FREE-FOR-ALL
or combine forces with another in a Team Battle. When playing a Free-For-All skirmish, all other players are
opponents, and all of their figures are hostile figures.
SETUP AND GAMEPLAY CHANGES A Free-For-All skirmish ends immediately when at least one
player has gained 40 or more VPs, at which point the player with
During a four-player skirmish, apply the following changes to the
the most VPs wins the game. The game will also end when three
rules of setting up and playing a skirmish, found on page 4 of the
players have been eliminated, at which point the remaining
Skirmish Guide in the core game:
player wins the game.
In step 3 of Skirmish Setup, Determine and set up Skirmish
Mission, players do not use their standard Skirmish Mission TEAM BATTLE
deck, but rather, use a deck that includes only Skirmish During a Team Battle skirmish, the players on your immediate
mission cards corresponding to four-player skirmish maps. left and right are your opponents and the remaining player is your
Two additional deployment zones, yellow and green, are teammate. All figures belonging to opponents are hostile, and all
available for players to deploy figures. In step 4 of Skirmish figures belonging to your teammate are friendly.
Setup, Deploy Units, the player who has initiative chooses A Team Battle skirmish ends immediately when one team has
one of the four available deployment zones and deploys all of collectively gained 60 or more VPs, at which point the team with
his figures in this deployment zone. The player to his left does the most VPs wins the game. The game will also end when a
the same, choosing from the remaining deployment zones, and pair of teammates have both been eliminated, at which point the
so on until all players have deployed. remaining team wins the game.
During the Activation Phase, instead of play passing back
and forth between two opponents, each player in clockwise
order activates a group.
During the Skirmish Status Phase, all players ready all of their
Deployment cards and the player who has the initiative token
passes it to the player on his left.

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JABBA'S REALM

RULEBOOK
SPECIAL RULES CONFLICTS IN A FOUR-PLAYER SKIRMISH
In a four-player skirmish, some special rules come into effect. During a four-player skirmish, mission rules are resolved first,
When a card effect targets your opponent (such as Shadow followed by effects from the player with initiative, and then effects
Ops), you must choose one available opponent. from each other player, proceeding clockwise around the table.

If a player would claim the initiative token out of turn, such Also, when playing a team battle skirmish, conflicts that arise
as by playing Take Initiative, that player receives the first during an attack resolve slightly differently than in other missions.
activation on that turn, but does not claim the initiative token. Mission rules are resolved first, followed by effects from the
After the first activation resolves, play passes to the player with attacker and the attackers figures, then effects from the defender
the initiative token and then proceeds normally. and his figures. After both the attackers and defenders effects
have resolved, the attackers teammate may resolve effects,
-- The player with the initiative token cannot also use effects followed by the defenders teammate.
that would claim the initiative token.
-- If multiple players use effects that would claim the
initiative token, each of those players gain an activation
that they may use before the player with initiative
resolves his first activation. These activations
are resolved in order of initiative.
-- A player cannot use more than one
effect that would allow him to claim the
initiative token in the same round.
When the last figure in a group is defeated, the
player who defeated that figure gains the VPs
for that figures group.
-- When the last figure in a group is defeated, but was
not defeated by an opponent, such as when a Probe Droid
becomes defeated after using Self-Destruct, that
figures player chooses one available opponent to gain the
VPs for that group.
If all of a players figures are defeated, that player is eliminated.
He can no longer play cards, and his Skirmish Upgrade cards
no longer have any effect.
If more than one player includes the Skirmish Upgrade card
Devious Scheme in his army, then all copies of Devious
Scheme have no effect.
If a player includes Jabba the Hutt (Vile Gangster) in his
army, at the start of the mission, that player must choose one
of his opponents. The chosen opponents figures are the only
hostile figures that are counted for Nefarious Gains.

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JABBA'S REALM

RULEBOOK
RULE CLARIFICATIONS AND RULES ATTRIBUTE TESTS
Some abilities give a figure the option of whether or not to
REFERENCE ADDITIONS perform an attribute test. If that figure chooses not to perform
the test, it counts as not having succeeded that test.
Your powers will not work on me, boy.
-Jabba the Hutt, Return of the Jedi
This section introduces new combinations and clarifications of CAMPAIGN SETUP
existing rules that are not included in the Rules Reference Guide If the Imperial players chosen Imperial class has multiple basic
in the core game, particularly with relation to new components cards (without an XP cost), each of those cards are placed
found in Jabbas Realm. faceup in his play area.
If an entry in this section has the same title as an entry in the
Rules Reference Guide, treat the information in this section as FIGURE COST
augmenting that entry in the Rules Reference Guide. If a figure does not have either of the costs listed in the main
As in the core game, if a rule in this section contradicts a rule in definition of Figure Cost, such as the captive from Imperial
the core game Learn to Play booklet or Skirmish Guide, the rule Hospitality, (pg. 29, Campaign Guide, core game) it has a
in this section takes priority. figure cost of 0.
Additionally, if a rule in this section should contradict a rule
found the core games Rules Reference Guide, the rule in this HIDDEN INFORMATION
section takes priority. When a mission event provides a choice to the Rebel players,
the Imperial player reads only the portions of that mission
ATTACKS event that corresponds to the option chosen.
During an attack, if a figure ends its movement such that the
attacker no longer has line of sight to the target, the attack KEYWORDS
misses. The following keywords are included in Jabbas Realm, in
addition to those found in the core game: Hide, Weaken.
The Weakened and Hidden conditions are also used as
keywords to apply the corresponding condition.

8
JABBA'S REALM

RULEBOOK
REVEAL
When a rule or ability instructs a player to reveal a card, that
CREDITS
Expansion Design: Todd Michlitsch and Paul Winchester
player takes that card from its current location (such as a players
Additional Design and Development: Donovan Goertzen,
hand or the top of a deck) and shows it to all players. After the Justin Kemppainen, Quoc Tran
rule or ability resolves, that card is returned to that location unless
Story Development: Daniel Lovat Clark
it was otherwise affected by the ability.
Imperial Assault Core Game Design:
Justin Kemppainen, Corey Konieczka, Jonathan Ying
VICTORY POINTS Graphic Design: Michael Silsby
Some abilities allow a player to spend his VPs or force his
opponent to lose VPs. A player cannot have fewer than 0 VPs and Managing Graphic Designer: Brian Schomburg
any VPs lost beyond 0 are ignored. A player cannot use an ability Cover Art: Michael Ivan
that requires him to spend more VPs than he has. Hero Art: David Nash
Map Tile Art: Henning Ludvigsen
VILLAINS Interior Art: Mark Behm, Christopher Burdett, JB Casacop,
All figures corresponding to unique Imperial (U or W) Adam Duff, Tony Foti, Kory Lynn Hubbell, Jeff Lee Johnson,
Deployment cards are villains. Villains follow all general rules Adam Lane, Antonio Jos Manzanedo, Javier Charro Martinez,
for allies listed on pg. 5 of the Rules Reference Guide in the core Andrei Ugrai, Jarreau Wimberly
game. Art Direction: Deb Freytag
Managing Art Director: Andy Christensen
YOU Figure Sculpting: Gregory Clavilier, Gabriel Comin, David Ferreira,
Many cards use the word you to refer to a figure instead of the Tom Lishman, Jajeev Nithianada, Gary Storkamp
player. For example, if a Deployment card reads While attacking, Sculpting Coordinator: Niklas Norman
you may reroll 1 attack die, any figure belonging to that cards Sculpting Manager: John Franz-Wichlacz
group may reroll one die while it is attacking.
Technical Editing: Jorgen Peddersen
If an effect corresponding to a figure instructs you to claim a
Proofreading: Autumn Collier and Heather Silsbee
token, gain VPs, or manipulate cards, or refers to your army
or figures, you refers to that figures player. Licensing Specialist: Amanda Greenhart
Licensing Manager: Simone Elliott
Production Coordinator: Johanna Whiting
Production Management: Jason Beaudoin and Megan Duehn
Board Game Manager: Justin Kemppainen
Creative Director: Andrew Navaro
Executive Game Designer: Corey Konieczka
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
Playtesters: Chris Adams, Glen Aro, Jeremy Bauerle, Kathy Bishop,
Ben Brann, Bob Chayer, Glen Dake, Richard DeShong, Wes Divin,
Neil Dodd, Richard A. Edwards, Lindsey Ferrante, Mike Ferrante,
Joshua Gutenberg, Matt Helm, Martin Hoffman, Andy Hornby,
Julian Horvath, Juha Knuutila, Ryan Krippendorf, Mark Larson,
Antti Mkel, Satu Mkel, James Marsden, William Marsden,
Jason McMahon, Manfred Menhart, Thomas Morstyn, Isuru Nawinne,
Bryce K. Nielsen, Jershon Luc Nielsen, Saman Nowrouzi, Timothy
S. OBrien, Pasi Ojala, Derek Payton, Jordan Payton, Trevor Payton,
Zachary Payton, Jorgen Peddersen, Tony Roberto, Janne Salmijrvi,
Joshua Shlemmer, Kate Simms, Melanie Vayda, Sean Vayda,
Andy Webb, Kelly Yuhas
Special thanks to all our Beta testers.
Lucasfilm Approvals: Brian Merten
& TM Lucasfilm Ltd. No part of this product may be reproduced without specific
permission. Fantasy Flight Games and the FFG logo are registered trademarks of
Fantasy Flight Games. Fantasy Flight Supply is a trademark of Fantasy Flight Games.
Fantasy Flight Games is located at 1995 West County Road B2, Roseville, MN 55113,
USA, 651-639-1905. Actual components may vary from those shown. Made in China.
NOT INTENDED FOR USE BY PERSONS AGES 13 YEARS OR YOUNGER.

9
JABBA'S REALM

RULEBOOK
THE JABBAS REALM CAMPAIGN THE CAMPAIGN LOG
As in the core game campaign, players utilize a campaign log
The Jabbas Realm campaign is a new full campaign for Imperial
Assault. This campaign will play out similarly to the campaign to track and record information relevant to the progression of
found in the core game; heroes will fight through a series of story the campaign.
and side missions as they, and the Empire, grow stronger. The campaign log for the Jabbas Realm campaign is found on
the back of this rulebook and is used in a fashion identical to the
TIME PERIOD campaign log in the core game.
In order to allow a more open-ended play experience, the Jabbas Players can print out additional campaign logs online at:
Realm campaign does not include a time period. Missions of all FantasyFlightGames.com/ImperialAssault
time periods may be included when playing this campaign.

STOP!
JABBA THE HUTT Only the Imperial player is allowed to read information
During the Jabbas Realm campaign, the Imperial player cannot contained in the campaign portion of this rulebook. Rebel
earn Jabba the Hutt as a villain. players can ask the Imperial player to repeat any rules
previously read, but they are never allowed to look at or read
AGENDA CARDS any of the mission information beyond this page.
During the Jabbas Realm campaign, the Imperial player may
only have a total of four Agenda cards between his hand and his
play area. If, at the end of an Imperial Upgrade Stage, he has more
than four Agenda cards, he must choose cards to discard until he
has four.

10
JABBA'S REALM

RULEBOOK
J abba s R ealm C ampaign l og Empire
MISSION THREAT LEVEL REBEL UPGRADE IMPERIAL UPGRADE
Experience (XP)
INTRODUCTION Influence
Trespass 2 Tier 1 Items, Spend XP Agenda, Spend XP
SIDE MISSION
2 Tier 1 Items, Spend XP Agenda, Spend XP
Ongoing Agendas
STORY MISSION 1
Name Target
3 Tier 1 Items, Spend XP Agenda, Spend XP
SIDE MISSION
3 Tier 1 & 2 Items, Spend XP Agenda, Spend XP
STORY MISSION 2
4 Tier 2 Items, Spend XP Agenda, Spend XP
SIDE MISSION
4 Tier 2 Items, Spend XP Agenda, Spend XP
INTERLUDE
MoMenT of faTe 4 Tier 2 & 3 Items, Spend XP Agenda, Spend XP
SIDE MISSION 3
STORY
5 Tier 3 Items, Spend XP Agenda, Spend XP Rebels
Experience (XP)
SIDE MISSION
Name Name Name Name
5 Tier 3 Items, Spend XP Agenda, Spend XP
STORY MISSION 4
6 Tier 3 Items, Spend XP Agenda, Spend XP
FINALE THREAT LEVEL
6
FORCED MISSION THREAT LEVEL FORCED MISSION THREAT LEVEL
FORCED MISSION THREAT LEVEL FORCED MISSION THREAT LEVEL
Credits
Threat Level is equal to that of the previous Missions Threat Level
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